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General Principles AI Decision Trees Decision Tree - Shooting

AI Rules: These rules were created to Unit Types: Before the game begins you 1. Are there any objectives not under the
give players a way to play solo against an need to classify each unit into one of 3 AI’s control?
AI controlled opponent. unit types so that things flow smoothly
once you actually start playing. • Yes - Go to step 2
Multiple Choices: Whenever there are
different choices that seem to be equally Hybrid Units: Units that have melee • No - Go to step 3
correct, roll a die to randomly determine weapons which are better than their
2. If you Advance will any enemies be in
which one is going to be the chosen one. ranged weapons count as hybrid units.
shooting range?
Preparation Shooting Units: Units that have ranged
weapons which are better than their • Yes - Advance toward objective and
AI Armies: To ensure that AI armies are melee weapons count as shooting units. shoot if possible
balanced, we recommend first creating
a set of 3-6 army lists, and randomly Melee Units: Units that don’t have any • No - Rush toward objective
determining one of them to be used by ranged weapons count as melee units.
3. If you Advance will any enemies be in
the AI and another by the player.
Decision Tree - Hybrid shooting range?
Objectives Set Up: When setting up
1. Are there any objectives not under the • Yes - Advance toward enemy and shoot
objectives first divide the area of the
AI’s control? if possible
table where you are allowed to place
objectives into 6 equal squares. When • Yes - Go to step 2 • No - Rush toward enemy
it’s the AI’s turn to place an objective
first roll for a random square, and then • No - Go to step 5 Decision Tree - Melee
place the objective in the center of the
2. Are there any enemies in the way? 1. Are there any objectives not under the
square. If that’s not possible roll for
AI’s control?
another random square and move the • Yes - Charge enemy if possible, else
objective toward it just enough to be in a Advance toward objective and • Yes - Go to step 2
valid position, whilst keeping in mind the shoot if possible, else Rush
objective set up rules. toward objective • No - Go to step 3
AI Deployment: When deploying armies 2. Are there any enemies in the way?
• No - Go to step 3
the player must deploy his entire army
in a random deployment zone before the 3. Is the objective in Rush range but not • Yes - Charge enemy if possible, else
AI deploys. Then AI units are randomly in Advance range? Rush toward objective
divided into 3 groups of equal size (as far
• Yes - Rush toward objective • No - Rush toward objective
as possible). To deploy divide the table
into 3 sections on the long table edge 3. Are any enemies in Charge range?
• No - Go to step 4
and number them 1, 2 and 3. For each AI
group roll a D3 to determine which 4. If you Advance will any enemies be in • Yes - Charge enemy
random section its units deploy in, and if shooting range?
• No - Rush toward enemy
all 3 groups would be deployed in the
same section you must re-roll until they
• Yes - Advance toward objective and
wouldn’t be. Then deploy one random shoot if possible
unit at a time in its section as close as
• No - Rush toward objective
possible to the nearest objective, and
outside of difficult and dangerous terrain 5. Are any enemies in Charge range?
(unless the unit has strider or flying).
• Yes - Charge enemy
AI Challenge Bonus: Optionally players
may give the AI a bonus for an extra • No - Go to step 6
challenge. If at the beginning of a round
6. If you Advance will any enemies be in
the AI is holding as many objectives as
shooting range?
the player, then all its units get +1 to hit
rolls until the end of the round, and if its • Yes - Advance toward enemy and shoot
holding less objectives, then its unit get if possible
+1 to defense rolls on top of that.
• No - Rush toward enemy

By Gaetano Ferrara www.onepagerules.com


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Basic Concepts Terrain Psychic: AI units always cast spells after
moving but before attacking, selecting a
Activation Order: Before you start, divide Cover Terrain: AI units always move into random spell by rolling D3+X, where X is
the table into 3 different sections on the or behind cover terrain, unless it’s also
their level. If they have no valid target for
long edge and number them 1, 2 and 3. difficult terrain and they are moving to
that spell they must try to cast the next
When it’s the AI’s turn to activate a unit, an objective. Shooting and Hybrid AI
spell on the list, cycling through the list
first roll a D3 to see which section it will units that are not moving to an objective
until they have found a valid spell or they
activate a unit in. If there are no eligible must stay in cover and shoot, instead of
can’t cast anything. AI units always
units in that section move onto the next moving away from nearby units.
target the nearest valid unit, following
section going clockwise. Then roll a die
Difficult Terrain: AI units only ever move the guidelines for any special rules that
to randomly determine which unit from
into difficult terrain if they are in charge may apply (deadly, sniper, etc.).
that section will be activated.
range of a unit inside of it, or if they have
Scout: AI units with scout are always
Pinned Units: Pinned AI units are only a special rule that ignores it. Else they
deployed after all other units, following
activated after all non-pinned units in will always move around it.
the AI deployment rules.
the game have been activated.
Dangerous Terrain: AI units only ever
Enemies in the way: When the AI units move into dangerous terrain if they have Sniper: AI units with sniper weapons
activate, draw a path between them and a special rule that ignores it. Else they always target heroes first, and models
their objective. Enemy units within 6” of will always move around it. with weapon upgrades second.
the path count as being in the way (even Strider: AI units with strider always
if they are in the opposite direction).
Special Rules
move through difficult terrain.
Controlling Objectives: When making AI Army Special Rules: AI units will always
Transport(X): When using transports the
decisions, an objective counts as under use army special rules as soon as they
AI always places a random unit in each,
control if it is already seized, or if it’s an are activated, targeting the nearest valid
trying to fill up the cargo limit. AI units
objective that the unit is not within 3” of unit that makes sense.
with transport always activate before
and that has more friendly non-pinned Aircraft: AI units with aircraft must be their cargo on the first round, and units
units within 3” than enemies. When AI deployed on the table edge facing the inside of them must always disembark
units move to seize objectives, they must nearest objective, and always follow the on their first activation.
be placed within 3” of the objective so
rules for Shooting units. If they move off
that they stay as close as possible to
of the table, then they are placed back
their next objective or target.
on the same spot that they left from,
Advancing: Shooting and Hybrid AI units facing the nearest objective.
that use Advance actions to move toward
Ambush: AI units with ambush are
objectives must always do so whilst also
always kept in reserve, and must deploy
trying to stay as far from enemy attack
following the AI deployment rules at the
range as possible. If they are not moving
start of the second round.
toward objectives they should always try
to move away from nearby units just AP: AI units with AP weapons always
enough to still be able to shoot at them target valid enemies with the best
from a safe distance. defensive value first.
Shooting: AI units always shoot at the Deadly: AI units with deadly weapons
nearest valid target, prioritizing units always target single-model units with
that haven’t activated yet. If the nearest tough first, and units with tough second,
target is in cover but there is another prioritizing those with the lowest total
valid one in the open, then the AI must remaining tough value.
prioritize the one that is in the open.
Flying: AI units with flying always move
Melee: AI units always charge the through difficult and dangerous terrain.
nearest valid target, prioritizing units
that haven’t activated yet, and they must Indirect: AI units with indirect weapons
always strike back when charged. that are in range of enemies always use
Hold actions and shoot.

Lock-On: AI units with lock-on weapons


always target enemy aircraft first.

By Gaetano Ferrara www.onepagerules.com


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